Category Archives: Game Development

While there are tons of unity behavior tree libraries on the Asset Store. I haven’t found one that meets all my game dev needs. There is the amazing Fluent Behavior Tree library. But for me it’s missing features and the project isn’t currently in development. What I’ve been craving is an open source Unity behavior tree library that’s easily extendible.

I’m proud to announce Fluid Behavior Tree. An open source behavior tree system that’s easily extendable without forking the code. This means it’s updatable and quite resilient to breaking changes on upgrade.

Why is this better than other Unity behavior tree libraries?

Most behavior trees for Unity are paid products. There’s nothing wrong with premium paid projects (and devs should be paid for their time). But it can be difficult to share code for proprietary software. Paid projects also run the risk of being deprecated or having difficulty getting enough critical mass to start a continued community.

After working on a large scale RPG project for 2 years, I’ve learned quite a bit. Mainly through the process of making stupid decisions. Below I’ve catalogued 8 things I’ve learned that could save you up to 6 months or more on your next project.

About 6 months ago I sat down to tackle writing a custom skill tree system in Unity. I wanted a visual editor that could easily assemble a tree at the same complexity level of Skyrim. And magically assemble all the data into a visual output without lifting an extra finger. After a couple days of combining some old scripts with a shiny new interface I created Unity Skill Tree Pro. A free plugin that makes complex skill tree management automated.

This is just the first iteration of Unity Skill Tree Pro. So the visual editor is still a little rough. That said it does a lot out of the box right now. If you want to customize it further the source is freely available online and it was written to be easily extendable without touching source code.